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Saving throw for Arcane Ward
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<blockquote data-quote="Dausuul" data-source="post: 8005024" data-attributes="member: 58197"><p>Yeah, unlike the previous cases, there doesn't seem to be a defined order for this one.</p><p></p><p>There is an optional rule from Xanathar's that would seem to apply: "<em>In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table - whether player or DM - who controls that creature decides the order in which those things happen.</em>"</p><p></p><p>This rule is clearly intended for scenarios where you have multiple start-of-turn or end-of-turn effects, but it could technically apply in this case as well: You have two different effects triggering on damage (the <em>shield</em> spell negating the damage, and the Arcane Ward absorbing it), and they are happening at the same time on a creature's turn. So the creature whose turn it is gets to decide the order. In almost all cases, this would be the caster of the <em>magic missile</em>, who would presumably choose to have the Ward trigger first. However, there are scenarios (e.g., <em>magic missile</em> being cast as a readied action) where it might be the target of the spell, or even a third party, who gets to choose.</p><p></p><p>I'm not a big fan of this solution, because it results in these interactions being weirdly affected by whose turn it is. My personal ruling would be, any time damage is being dealt to a creature, that creature decides the order of any effects that would modify the damage (other than resistance/immunity which always comes last). So you could put the <em>shield</em> spell in first to stop the damage from connecting.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 8005024, member: 58197"] Yeah, unlike the previous cases, there doesn't seem to be a defined order for this one. There is an optional rule from Xanathar's that would seem to apply: "[I]In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table - whether player or DM - who controls that creature decides the order in which those things happen.[/I]" This rule is clearly intended for scenarios where you have multiple start-of-turn or end-of-turn effects, but it could technically apply in this case as well: You have two different effects triggering on damage (the [I]shield[/I] spell negating the damage, and the Arcane Ward absorbing it), and they are happening at the same time on a creature's turn. So the creature whose turn it is gets to decide the order. In almost all cases, this would be the caster of the [I]magic missile[/I], who would presumably choose to have the Ward trigger first. However, there are scenarios (e.g., [I]magic missile[/I] being cast as a readied action) where it might be the target of the spell, or even a third party, who gets to choose. I'm not a big fan of this solution, because it results in these interactions being weirdly affected by whose turn it is. My personal ruling would be, any time damage is being dealt to a creature, that creature decides the order of any effects that would modify the damage (other than resistance/immunity which always comes last). So you could put the [I]shield[/I] spell in first to stop the damage from connecting. [/QUOTE]
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